# User feel-test observations — O-slice tree (2026-08-02 ~20:10, uncommitted) Axioms; they override the gate numbers. Log: launch-feeltest-oclone.log. 1. MONSTERS STILL POP IN while running past — the O-slice did NOT fix the user-visible symptom despite the soak's publication convergence. 2. MONSTERS SPAWNED MID-AIR far ahead at a newly-entered area. 3. STATICS ("stabs") PLACED INCORRECTLY — visibly wrong static placement. 4. User: "This is not how retail worked. I could see monsters way in front of me." 5. DOOR APPROACH REGRESSED: using a door no longer walks the character to it first. NOTE: likely a COMMITTED C3c regression, not O-slice — prime suspect is PlayerModeController's conditional MoveTo bind (`if (controller.MoveTo is { } moveTo)` — the flip only binds approach callbacks IF the Runtime-owned MoveToManager already exists; the legacy path CREATED it via factory at attach). If Runtime's MakeMoveToManager runs after player-mode attach (or never for this flow), MoveToComplete/approach never wires. Triage first in the C3c fix slice; check whether the 175401 gate probe ever exercised a door/use-approach (suspect: no coverage). SMOKING GUN (log): 243x "streaming: origin-recenter preparation will resume: System.InvalidOperationException: Landblock already has a full retirement receipt." — continuous catch-retry loop during origin recenter. Both reviewers redirected with this; the implementer's "exposed pre-existing" retirement classification is under re-judgment. The catch-and-resume wrapper is itself suspect as a pre-existing symptom-swallower (no-silent-catch rule). STATUS: O-slice commit ON HOLD until every observation is explained.